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3ds Max 2025 Developer
    • 3ds Max Developer Overview
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      • About the 3ds Max SDK
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      • Overview
      • 3ds Max SDK - The Learning Path
      • 3ds Max SDK Features
      • Writing Plug-ins
        • Building the Sample Plug-ins
        • Creating a Plug-in Project
        • Writing Simple Geometric Object Plug-Ins
        • Plug-in Basics
          • Generating Class IDs
          • Class Descriptors
          • Plug-in Identification
          • Accessing Core 3ds Max Functionality
          • Creating and Destroying Plug-in Instances
          • Loading and Saving Plug-in Data
          • Creating Parameter Blocks
          • Exposing Parameter Blocks to 3ds Max
          • Command Panel Input
          • Exposing and Managing References
          • Enumerating and Identifying Sub-Animatables
          • Viewport Functionality
          • Implementing Clone in a Plug-in
          • Plug-in Versioning
        • Writing Object Plug-ins
        • Writing Modifier Plug-ins
        • Writing Animation Controller Plug-ins
        • Writing System Plug-ins
        • Writing World Space Modifier Plug-ins
        • Writing MAXScript Plug-ins
        • Writing Other Plug-in Types
        • Packaging Plug-Ins
        • Using Qt with 3ds Max Plug-ins
        • Troubleshooting
        • Advanced Plug-in Topics
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    Plug-in Basics

    This section contains topics that are relevant for writing most kinds of plug-ins.

    See Also

    • Advanced Plug-in Topics
    Pages in this section
    • Generating Class IDs
    • Class Descriptors
    • Plug-in Identification
    • Accessing Core 3ds Max Functionality
    • Creating and Destroying Plug-in Instances
    • Loading and Saving Plug-in Data
    • Creating Parameter Blocks
    • Exposing Parameter Blocks to 3ds Max
    • Command Panel Input
    • Exposing and Managing References
    • Enumerating and Identifying Sub-Animatables
    • Viewport Functionality
    • Implementing Clone in a Plug-in
    • Plug-in Versioning
    Parent page: Writing Plug-ins
    Previous page: Writing Simple Geometric Object Plug-Ins
    Next page: Writing Object Plug-ins

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